Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

pele93

Member
  • Content Count

    57
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by pele93

  1. I was playing around with OA for a few hours then it crashed and I got this, I tried maxmem=2048 and even maxmem=512 as well as lowering all graphics to lowest... Why is it doing this?? I can run vanilla ArmA 2 and even ArmA 2 w/ ACE with no issues whatsoever and I am running an unmoded OA w/ unmoded arma 2 and still get this issue. Any idea as I'm really loving the new OA features and want to play it... My first issue ever with BIS software too :( exact error message is Out of memory (requested 0KB) footprint 63989595578KB pages 16384KB Also just got another diffrent error message Out of memory (requested 1KB) footprint 617921858KB pages 16384KB I believe this means it is ram or page file related? I have an i7 930 w/ 6gb ddr3 on a p6t motherboard and nvidia gtx260 gfx card and have tested ram and got no errors :confused::)
  2. pele93

    reinforcements

    It crashes saying bad serial if I do this... reinforcements works fine stock.
  3. pele93

    reinforcements

    I have this exact same issue with a store bought issue of reinforcements, any fixes?
  4. pele93

    Arma 3 and the real world

    Awesome find! Hopefully there's some nice spots to dive around there :)
  5. Is there anyway that we could intergrate something like this? So say certain convoy's will be protected whilst infantry or other convoys are still at risk? DE26ViSOIfQ
  6. Just a few screenshots from having some fun in the editor
  7. I am missing one queens gambit, but I have everything else Operation Flashpoint GOTY edition(I got after losing one of the expansion discs so own 2 copies of ofp), ARMA, and ARMA2, ARMA 2 Operation Arrowhead, and ARMA 2 BAF. As well as ofp elite and VBS1 if that counts?
  8. When I use this the overlay is in the middle of the screen and not on the edges:confused: What do I have to do to get it so its only around the edges??
  9. Thanks for the info, I was playing around with it before and it was confusing the funk out of me
  10. _objectB setPosatl [ getPosatl _objectA select 0, getPosatl _objectA select 1, (getPosatl _objectA select 2) + height] Eg _objectB would be object in the previous script posMe.sqf and _objectA would be the object you want to put it on top of say a table named table _objectB setPosatl [ getPosatl table select 0, getPosatl table select 1, (getPosatl table select 2) + 0.8] The height is the height in meters.. Just estimates and trial and error to get the right one for what ever you want to put it on top of...
  11. if you place the waypoint over a building there is a "postion in house tab" just above the timeout conditions which is above condition and it allows you to select a building position. I havn't used it myself but should work, you'll just have to try it untill you find the right building position I guess
  12. pele93

    AI Halo script?

    Invisible landing pad named landspot and have the unit named p1you can do p1 doMove (getPos landspot) Unsure about the unit parachuting at certain height, I've been looking for something like that myself...
  13. pele93

    Chopper Ai stays on the spot

    Just got an idea, not sure if it will help but have you used this assignasdriver as the AI might not recognize it's pilot untill you tell it....
  14. I'm fiddling with bikb files and they are confusing the heck out of me, I like them as I have got it to read out the map co-ordinates of the player's position, I got on working okay using this: (Using LDL's Addon btw, this script just calls a ac-130 to the players location & I'm not sure if I need all the stuff in the script but it looked like I needed it all after looking through BIS' huge scripts.....) in AC130AI.sqf (called via comm's menu) Init.sqf (nothing to do with it jst shows how to add to communication menu) ssmradio.bikb (taken from depbo'd file if you know the target you could probably use the one in game)
  15. The init.sqf file runs before/as soon as it it loads the mission... Here is mine from a mission I am working on atm It's useful for setting variables and load up effects/titles etc...The init.sqf is the first script that runs when you start a mission and it reads it all straight up. i.e it doesn't 'grab' data as it needs it but rather loads it /defines it's variables and executes it's commands straight away...
  16. I'm not sure with those particular scripts but usually I open up the init.sqf's and copy past them all over to one init.sqf, making sure they don't conflict though....
  17. 1st: depbo the dubbing.pbo (for A2) or dubbingradio_e.pbo (for OA) and you'll get all the secops audio files 2nd: I believe it's possible but I'm too noob to figure that stuff out...
  18. pele93

    Heli's

    The land command can do what you're looking for so if helo was the name of your chopper you would have , I just finished making a script using this and it takes you to a place on map click and is re-usable... f your intrested helo land "LAND";
  19. Thanks , I feel like an idiot now :p Spent too much time without taking a break What I've done so far now looks like this :) 41O3TCXmAJo
  20. I'm using a script that has this bit of code in it The problem is it seems to be in-consistent... The helo will spawn at various distances from player depending on the conditions of which the helo is called(I'm working on a helo extraction/re-insertion script) and I use this to determine when to get the helo to land and it is really frustrating that sometimes it doesn't work, I have used the code hint format ["Distance from player is: %1", (_meters)]; to check the value (calling it in from a radio ) and sometimes it seems to have frozen on a value say 1549.86 even though it's getting closer and other times it works fine, I'm really confused by this and would appriciate your guys advice, as it seems to work fine if I restrict the player to call it in from one spot and have the helo spawn from the same spot, but this isn't possible as for my mission the player could be 1 of 3 or 4 places to call the extraction and I'd like to be able to use it to travel all around the map like in the A2 campaign..... Thanks for any advice you guys may have :)
  21. thanks for tip will try now ---------- Post added at 07:52 PM ---------- Previous post was at 07:47 PM ---------- Thanks worked a charm, I'm still learning scripting and ArmA 2 editor :)
  22. I have a fairly simple trigger that has this in its on act line : eh1 = player addEventHandler ["Fired", {null = execVM "smoke.sqf"}] And in the smoke.sqf: _ammotype = _this select 5; hint format["%1",_ammotype]; if (_ammotype == "SmokeShellred") then { _this execvm "myscript.sqf"}; The hint was for debugging purposes as I wasn't getting the desired result, basically on the detection of a red smoke grenade I want it to exec my script. I've changed the _ammotype = _this select 5 to all numbers from 1-5 and all return "any" no matter what weapon I use. Is there something I'm doing wrong:confused:
  23. The rear doors near the ramp don't appear to be animated on the C130J static(like they are on the normal C130J) and it would be nice to jump out the side rear doors instead of the ramp for HALO jumps.
×